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Hey y'all, you demanded it, so here it is!
Let's talk about minimald6 and new settings, ideas and everything else that's relevant!

Glad you're here, folks!

And from my heart: thank you and dankeschön.

Find the latest, up-to-date version of the rules here:

In the menu bar you see the "minimald6" drop-down menu with all games so far.


minimald6 is a, well, minimalist rpg that uses six-sided dice (1d6, 2d6 and, tops, 3d6).

It's traditional in the sense that there are character classes with special abilities, but these abilities remain UNDEFINED on purpose. So, for instance, you may have a warrior with the ability "can absorb damage that would kill another person", but there is no definition, no game rule specifying what it means in game terms. Again, this is done on purpose, it's part of the design philosophy. Every group will develop their own, personal interpretation.

It's also traditional in the sense that characters have attributes. But these attributes change with the setting. A minimald6 sword&sorcery setting will have completely different attributes from a cyberpunk setting, for instance.

I designed the rules in such a way that low attributes = disadvantage. What exactly "low" means is up to the individal group playing minimald6.

I deliberately did not include roll-under or over because this would make attributes way too influential. Basically, that's my beef with The Black Hack, as well: it turned attributes into very, very influential factors within the game.

My thinking is really old school here -- Holmes D&D is one of the things that really made a lasting impression on me. The attributes in Holmes' rules are almost negligible because they don't make much of a difference in-game.

This again harkens back to the early days of roleplaying where the individuality of player characters was expressed by playing them, instead of ogling numbers on a sheet.
It's a blend between traditional and modern in the sense that it uses either a hit point system (with weapons doing random damage), or a narrative approach that gives the GM the freedom to introduce story-logic when a character has been hit or injured.

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My stab at an alternate take on kids on bikes versus the world - with a quick random 'mystery' generator.


Electric Schemes v0.1 PDF


Feedback welcome!

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Renegade - a minimald6 powered game of time travel and adventure

Recently I have got into the simple side of roleplaying, keen to spend more time playing games than learning them. In the first quarter of 2018, I discovered minimald6 by Norbert G. Matausch – and I created a simple version of my favourite dark fantasy…

Here it is a session of "RENEGADE", the Minimal d6 Version for Doctor Who, by Paul Baldowski, that I played with my wife last night.
We played in a cooperative way, using the Mythic Game Master Emulator to give us some outcomes.
It worked well! We enjoyed very much .
I don't know if the way I wrote this "playtest" is understandable; but I tried my best...
+Paul Baldowski, thank you for the cool game. i hope this "playtest" can be useful in some way...

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I should think they'll be a post sometime this afternoon...

Dear minimald6 community,

since I'll be preeeeetty busy for the next few weeks, I think this may be a good idea:

When you have created a new minimald6 game, please let me know: shoot me an email ( with the link to the game. That way, I can update the archive even when I'm not on g+ (which happens a lot these days).

Thanks, and see/read y'all soon!

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Very brief expansion for MINOS. Non-Human Characters, Dual-Classing, Backgrounds, and other things y'all could easily figure out on your own (but I felt like writing them for myself).

As I'm writing Bound for Glory, my minimald6 Dungeon World hack, I notice a few interesting details between different standard fantasy games and DW (apart from the fact that the number of Specials a DW player can choose from is staggering).

Is anyone interested enough to write up fighting-men, wizards and clerics as they're described in Holmes, Moldvay and Mentzer? Are there differences noticeable enough to write them into the description?

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Quick standard fantasy classes, as described by Deeds&Doers:

Fighters (2): Mighty weapon, sacred weapon, special armor, training at arms, scars, murderous past

Wizards (2): Illusion spell, enchanted sleep spell, forbidden spell, training in alchemy and herbs, a book, a mystic device you don’t understand.

Thieves (2): vanish in darkness, move in silence, see the hidden, deadly poison, an ingenious device of your own invention, a hidden blade, a scandalous past.

Combine these with my Creatures&Classes booklet for minimald6, and you're good to play DnD for a long time.

I doubt there is a mechanical solution to my dilemma bit here goes. Working on something where the 7 Sins play a major role. I would love to determine these randomly, but I can`t see a way to do that with d6. Math and dice are not my strong suit, maybe one of you fine chaps has an idea?
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